Role-playing board game with character dice

ABSTRACT

A game is played in rounds of battles with a plurality of dice, each die representing a character involved in the game. Each die has at least one face side and a plurality of roll sides. Each face side presents information about the character, and each roll side includes information regarding the round of the game and actions which the character represented by that die may take during a particular round. Each character has a number of life points associated with it, the life points representing the amount of damage that the character can endure before it is killed during an attack. The action taken by a player may include attacking an opponent&#39;s character in an attempt to reduce the life points of that character or healing a character by increasing its life points. Numerous other actions are possible, including casting spells to affect the status of an opponent&#39;s character or alter other attributes.

FIELD OF THE INVENTION

This invention relates generally to role-playing games (RPGs) and, in particular to a board game that uses character dice and other features and rules to enhance randomness and skill.

BACKGROUND OF THE INVENTION

A role-playing game or “RPG” is a game in which players assume the roles of characters in a fictional setting. Actions taken by the characters result in success or failure according to the rules and guidelines of the particular game. Role-playing games are typically quite different from most other types of games in that they stress social interaction and collaboration, whereas board games, card games, and sports emphasize competition. There are several types of RPGs, now including electronic versions.

An early fantasy RPG is Dungeons & Dragons or “D&D,” which was first published in 1974. D&D's publication is widely regarded as the beginning of modern role-playing games and the role-playing game industry. In D&D, each player assumes a specific character to play instead of a military formation. These characters embark upon imaginary adventures within a fantasy environment. A Dungeon Master serves as the game's referee and storyteller, while also maintaining the setting in which the adventures occur. The characters interact with each other and the inhabitants of the game to solve dilemmas, engage in battles, and gather treasure and knowledge. The early success of D&D led to a proliferation of similar games.

Some trading card games and war games are related to role-playing games. RPG activity may sometimes be present in such games, but it is not the primary focus. On such card game is Magic: The Gathering (colloquially known as MTG or “Magic.”) The game is played by two or more players, each using a deck of printed cards or virtual cards available through Internet-based or third-party programs. Each Magic game involves a battle between powerful wizards depicted on individual Magic cards who use magical spells, items, and fantastic creatures to defeat their opponents. With an estimated six million players in over seventy countries, Magic cards can be valuable due to their rarity and power in game play.

SUMMARY OF THE INVENTION

This invention relates to a board game that uses character dice and other features and rules to enhance randomness and skill. The game, played in rounds of battles, a plurality of dice, each die representing a character involved the game, each die having at least one face side and a plurality of roll sides. Each face side presents character information, at least including the level of the character represented by that die. Each roll side includes roll information regarding the round of the game and actions which the character represented by that die may take during a particular round.

In the preferred embodiment, the character information on the face side further includes the number of life points associated with that character, and at least some of the dice have roll sides providing different information. The preferred embodiment further includes a map and a plurality of map pieces to be placed and moved on the map, each map piece being representative of a respective one of the character dice involved in the game.

In playing the game, each player chooses a subset of the dice until the level reaches a predetermined value for each player. The map pieces representing the dice chosen by the players are placed onto the map and, for each round of the game, each player chooses at least one character die to roll, and based upon the result of the roll, the player either moves the map piece associated with that die, takes an action, or neither moves nor takes an action. In the preferred embodiment, each player must announce their intentions to move or take an action prior to rolling a die.

Each character has a number of life points associated with it, the life points representing the amount of damage that the character can endure before it is killed during an attack. The action taken by a player may include attacking an opponent's character in an attempt to reduce the life points of that character or healing a character by increasing its life points of that character. Numerous other actions are possible, including casting spells to affect the status of an opponent's character or alter other attributes.

The map may include a pattern of placement areas such as hexagons representing a terrain, and the information on a die may includes how that character moves on the map or interacts with other characters. The players may record the progress of the game with a battle data sheet listing the characters in play, their map pieces and the number of life points remaining for each piece. The game is over when all but one of the players looses all of the life points associated with all of its chosen characters or all opponent(s) concede victory to the winner.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates the face side of a typical character die;

FIG. 2 shows the roll side for the sample character die of FIG. 1;

FIG. 3 depicts a possible map configuration;

FIG. 4 depicts a different map configuration;

FIG. 5 illustrates a battle data sheet;

FIG. 6 shows a couple typical map pieces; and

FIG. 7 presents examples of special patterns.

DETAILED DESCRIPTION OF THE INVENTION

This invention resides in a role-playing game played on a board using character dice. Each player is a diety or “God,” and the dice represent the warriors commanded by each God. The goal is for each player to prove that they are the one, true diety.

Each character dice has various characteristics, including a character level. A standard battle consists of two Gods with teams of characters of up to 20 character levels among them. FIG. 1 shows the “face” side of a sample character die with the understanding that there are many other examples and that new characters will be issued from time to time.

The face side of the die includes a square containing labeled L/C. Next to this square is another square with number and a colored background. When choosing a team each player picks as many characters as they like so long as the levels add up to 20. For example, a player may chose a team of 20 level 1 characters or a team of 2 level 10 characters or any combination in between. For specifics on the proper procedures for selecting a team refer to the “Assembling your team” section.

Although more than two players may compete, a typical game consists of two players. A battle is over once the other God's team has been defeated. Either God can concede a battle at any time, resulting in a loss. Since all of the competitor's characters are dead at the end of a game, the winner is generally not entitled to selecting an enemy character as spoils though non-sanctioned side bets may occur.

Team Assembly and Map Selection

You and your opposition will each select one character that you want to take into battle. You will each roll your selected character and the character with the higher roll in first block of turn zero (typically a black roll) will determine whether that player would like to chose (A) the map which the fight will occur on or whether they would like to (B) pick their next character first (F) or if their opponent will pick first (F). The player not winning the role will get to make the selection not chosen by the player with the winning role. You will now fill the rest of your team starting with whoever was previously determined to have the first pick (God (F)) and then alternating picks until you have reached the 20 level limit.

There are some characters that can only be damaged by certain attacks. As such, when picking an army, you will want to look very closely at your opponent's team to make sure there are no “untouchables” as defined below. Given this possibility, the God that did not chose the last character (N) has the opportunity to replace one, and only one, character with one or more characters from their hold. The total levels of the replacement character(s) will total the discarded character minus one. This means in a 20 level battle a God that chooses to replace a character will go to battle with a total of 19 levels. The opposing God (L) will have the opportunity to also replace one character if and only if the (N) God chooses to replace a character.

Having completed team selection, the next step is for God (A) to chose the side of the map they will start on with God (B) relegated to the opposing start area (each board contains two start areas on opposite sides of the board). The (F) God will be the first to act at the beginning of each round.

Understanding the Die

FIG. 1 illustrates the face side of a typical character die, and FIG. 2 shows the roll side for the sample character die of FIG. 1.

Die Face

L/C—Character Level and Character Class color designation. Each character has a level in the range of 1-10. In a standard battle, you will match your best team of characters with a combined 20 levels versus your opponent's best team of characters with a combined 20 level total. Examples would be a team containing two Level 10 characters, a team of four Level 5 characters, or a team of twenty Level 1 characters. The Color of the square represents the class of your character. Attacking units may have an advantage or disadvantage based on characters class. This is explained in more detail in the Battle Sequence section.

LP—Life Points. Each Character has a starting amount of Life Points which represent the damage they can take before death. This number, along with your character's name (8) and your character's designated map piece (see: Battle set up) will be entered on the battle data sheet shown in FIG. 5.

M/D—Move and Distance. The move number represents the maximum number of hexes on the chosen board that your character can move in a turn. Distance is the number of hexes away your character can attack.

SP—Special Pattern. This is the pattern of hexes that your character can attack, cast magic, or Status Affect. This is your pattern and cannot be altered. If you heal your characters and an enemy unit is within your pattern that character will be healed as well. Likewise, if you attack enemy units and one of your team mates is in the pattern they will take damage as well. See Special Patterns section for more detail.

SN—Status Number. This number represents your characters ability to resist a Status Affect. When an enemy unit attempts a Status Affect they must roll a number higher than your characters SN for the Status Affect to be affective. A roll of equal to or less than your characters SN will result in a miss of the Status Affect.

CA—Character Attributes. Some characters have a special attribute that will help or hinder them in battle. These special attributes are designated by at light green square. Characters can have multiple SA all designated by the light green square. The character shown in FIG. 1 has FH as an SA. FH stands for Full Heal. See the Character Attributes list for a description of each attribute and its affects.

Character Picture—This is the picture of the character represented by this die.

Character Name—This is the name of the character represented by this die.

SA—Status Affect. See the Status Affect section for a description of each attack and its affects. The character of FIG. 1 has two different Status Affects and each has its own roll column to determine success or failure. If either of the boxes represented by 9 had a / symbol such as A/L your character would have a choice between the A Status Affect or the L Status Affect. You must announce your intentions before rolling the die. Failure to due so will result in the loss of that characters turn.

Status Affect Roll—This number represents your character's Status Affect number. See the Status Affect section of the Battle Sequence section.

Magic, Attack, or Heal number—These numbers represent the amount of damage or heal that your character experiences if the die lands with the die face up during your action roll.

SN—This number represents your characters Status Number. See 5, above or the Battle Sequence section.

SP—This represents your characters attack, heal, or Status Affect pattern. See the Special Pattern section of Battle Sequence.

M/D—This number represents your characters move and attack, heal, or Status Affect distance. See the Battle Sequence section.

LP—This number represents your characters Life Points. See 2, above, for details.

LIC—Level and Character Class Color

Roll Sides

This column represents the round of the battle a player is on. 0 is the starting round and any attack during the initial round will be made in the 0 row of the die. Once every character on the board has executed an attack, move, or defense, the round will be over and the next round starts where the attacks, heals or Status Affects in row 1 will be in effect. See the Battle section for details.

Column 1. The first column (Typically Black) represents your characters attack, heal or Status Affect based on the round. Example for the round 0 attack on the character above the number in the black box for round one is 1. This means the character you just attacked lost 1 LP. If your character had chosen to heal (20) (Yellow) the roll for this side in round 0 is 2. This means your character would have healed themselves or anyone within their distance and SP 2 LP.

This column represents an advantage or disadvantage that the character has over another class. The dark blue class represents Flying creatures. If you chose to attack a flying creature with your characters first attack you would do damage of 2 LP's to a flying unit (Dark Blue). This advantage or disadvantage number will be the number you must use if attacking a character with a class color represented in your attacking characters die even if that roll is lower than your characters standard attack. Such would be the case in round 5 where your standard roll (Black) is 4 and your advantaged roll (Dark Blue) is 1. You do not get to pick the best roll. The exceptions to this rule are listed in the Standard Attack segment of the Battle Sequence section.

This column is a yellow column which represents your Heal roll. If you chose to heal in round 0 you would heal your character, team member or enemy unit for 2 LP. A detailed list of all of the class colors, attack advantage/disadvantage, and Status Affect rolls are listed in the Standard Attack segment of the Battle Sequence section.

These two columns represent your rolls for either of your characters available Status Affects. The first column represents your characters first Status Affect, in this case M for movement. The second column represents the rolls your characters second Status Affect, in this case RS for remove status.

Battle Setup

Each character is represented on the board as a Map Piece. Each is colored pieces with a number (See FIG. 6). The color represents the characters class as depicted in square 16. The number is to differentiate a team member of one class from another. For example, if you had two Magic (Red) class characters in a battle you will need to pick a red map piece with the number 1 on it to represent the first red unit and a red map piece with the number 2 on it to represent the second red unit. The border color is to differentiate your pieces from your opponent's pieces.

After the teams are picked the players prepare for battle.

Step 1 is to enter all of your character information on the Battle Date sheet (BDS) of FIG. 5. You will need to write down each character's name on the line above the word “Name,” your character's LP on the line above “LP” and you will need to designate a map piece to each character. You will enter that information on the line over the words “Map Piece.”

Step 2 is to place your characters on the map. Once each God has finished filling out his Battle Data Sheet the God who is designated as the first to act (F) will have to place their pieces first. The (F) God will have up to 3 minutes to place his team. The God designated as the second to act can chose to wait until the (F) God has placed all of his team or not. Either way the second God to act will have up to 5 minutes from the start of the placement period (designated by each God having finalized their BDS).

Step 3 is to start the battle.

Battle Sequence

The Battle system is an alternating execution system. This means starting with the (F) God each God will execute one character's turn until every character on the board has executed their turn. The step by step specifics are listed below.

Step 1. The God designated earlier as the (F) God will chose to move any one of his characters based on that characters Movement stat (square 15) or execute an action. Each character's turn per round consists of two components: Move and Action (attack, heal, Status Affect, or character attribute). You can execute your character's turn in three ways: (1) execute both move and action, (2) execute either move or action, or (3) execute neither move nor action. Once you have announced your intentions and executed those intentions, your character's turn is over. The order in which you choose to execute your characters turn is up to you. You can move first and then take action or take action and then move.

On the Face side of the dice square 14 is your movement and distance number. The move number is the first number and this indicates how many hexes on the map your character can move. The second number is the distance of your action. If your character has a 1 in this category that means he can execute an action to any hex next to them or any adjacent hex. A 2 indicates that your character can attack an adjacent hex or a hex up to two hexes away from your characters current location, and so on. Your character can always attack a 0 distance, which means you will be executing the action upon yourself.

Die Roll—Once you have decided which character's turn to execute you must announce your intentions before rolling the character die. Failure to due so will result in the loss of that character's turn.

Step 2. After the (F) God has executed their first character's turn the God chosen second to act (S) will execute their first characters turn. Now return to step 1 and repeat until both Gods have executed a turn for each character. Since the number of characters on a side may differ, one God may execute multiple character turns in a row with the opponent having to wait until the next round to execute a characters turn. The original attack order will remain intact regardless of the number of characters on a side. This means if the (F) God has 4 characters on the board and the (S) God has 3 characters on the board, the (F) God will execute the first turn in round 0, the last turn in round 0 and then the first turn in round 1.

Winning—Winning is accomplished in one of two ways. First the battle is over when one God has defeated all of the characters controlled by the opposing God. Second, a standard battle will consist of 30 rounds. At the end of 30 rounds the God with the most total UP left is considered the winner.

Map Terrain

Each map consists of a collection of hex spaces. Each hex is made up of one of the following types of terrain: Grass, Mountain, Rocks, Forest, and Swamp. The standard character movement allows a character to walk on spaces designated by Grass, Forest, and Swamp. The only exception is if character has a (CA) of NF. Only characters with a (CA) of W can walk through Mountains and Rocks. Flying Characters (Dark Blue) are not affected by terrain unless G has been played in which case they have standard character movement.

Standard Attack

Most characters will have a black square on their Die Face and a column of white numbers with black background as represented in (18) in FIG. 2. Black is the standard attack for that character. The exceptions to this rule are the colored squares on the Die Face and on the Roll Sides. The squares represent the following:

Standard Black Horse Brown Air Blue Mage Red Archer Orange Monster Purple Mechanic Pink Fighter Teal Heal Yellow Forest Green Status Grey

Brown—Brown units can be hit by any attacking unit with a black attack. If the attacking unit has a brown attack then the brown roll will be the damage levied on that particular roll.

Dark Blue—Dark Blue units can only be hit by characters with a dark blue attack. Black attacks will not do damage. The only exception to this rule is (G) in the Character Attributes section.

Red—Red units can be hit by any attacking unit with a black attack. If the attacking unit has a red attack then the red roll will be the damage levied on that particular roll.

Orange—Orange units can be hit by any attacking unit with a black attack. If the attacking unit has an orange attack then the orange roll will be the damage levied on that particular roll.

Purple—Purple units can be hit by any attacking unit with a black attack. If the attacking unit has a purple attack then the purple roll will be the damage levied on that particular roll.

Pink—Pink units can be hit by any attacking unit with a black attack. If the attacking unit has a Pink attack then the Pink roll will be the damage levied on that particular roll.

Teal—Teal units can be hit by any attacking unit with a black attack. If the attacking unit has a teal attack then the teal roll will be the damage levied on that particular roll.

Yellow—A unit with a yellow roll on the Die Face and Roll Sides has the ability to heal other units. The number in the yellow square for that round will be the amount of LP that is restored. Two exceptions to this rule are (NH) and (UN) in the character attributes section

Green—A unit with a green roll has an advantage or disadvantage when they are attacking a unit that is on a forest space. They also have this same advantage or disadvantage when they are attacking from within a forest space.

Grey—A unit with a grey square on the Die Face and Roll Sides has the ability to Status Affect. See item (5) in the understanding your dice section for hit or miss instructions or the Status Affects section for the affects of a Status Affect.

Special Pattern

This is the pattern of hexes that your character can attack, cast magic, or Status Affect. This is your pattern and cannot be altered. FIG. 7 presents examples of the special patterns. These examples assume a character with a 1 in distance portion of box 14 on the face die. Below are examples of the SP available and how to execute them. The “X” represents the center of the pattern. The Gray represents your character and the Red represents that affected area based on the SP above the diagram. The pattern must be executed as is and can not be rotated.

Status Affects

Status Affects are spells that can be cast which can have positive affects on team members or detrimental affects to an enemy unit. The pattern for a status affect is the standard SP in box 4 on the Die Face. As with any attack you will only roll the die once even if you are using your SP to do a SA on multiple characters. The Status Affects are defined as follows:

-   O Obstruct—No move, attack, heal or magic/status for two rounds -   A Disable Arms—No attack, heal or magic/status for four rounds -   L Disable Legs—No move for four rounds -   P Poison—Lose 1 LP per level of attacked character per round -   H Haste—Two moves per turn. Character can attack once per move     totaling two attacks per turn. Lasts for 3 turns. Casting haste ends     turn. -   M Increase Movement—+2 move per turn for four turns -   F Fast—Two attacks per turn for three turns -   RS Remove Status—Remove any status -   I Invisible—Character cannot be hit for three turns, they can still     attack. -   T Teleport—Move team member or enemy unit anywhere on the board. If     your characters SP allows you to teleport more than one character at     a time they must all be moved together -   C Charm—Take control of enemy unit for three turns -   Q Quiet—Keep character from casting any magic, status or heal for     three turns. All Red units use magic to attack.

Character Attributes

-   W Walk—Ability to walk through mountains and rocks. -   D Double Attack—Character has ability to use weapons in both hands.     When attacking an enemy they get two rolls of the dice. -   K Kamikaze—Character can sacrifice and do damage to every adjacent     space. One roll of the dice with normal damage i.e. bonuses and     penalties still exist. -   E Echo—Any damage done to character will be delivered to attacking     unit if the attacking unit is within characters attack range. -   S Split—Character can divide into two units each with half the     current LP of the original, which also represents their maximum LP     as split units. -   CD Color Damage—Character has ability to attack enemy units based on     character color. The color must be called out before the character     die is rolled. Does not affect a character with RC. Attack hits any     enemy unit regardless of position on the board. Black roll will be     used to determine damage for all but Dark blue and Green attacks. -   R Resurrect—Character can revive one deceased unit per battle.     Character will revive with half of their starting LP. Not applicable     to Pink units or UN units. -   HW Healing Walk—Every time Character moves they are healed 2 LP. -   J Jostle—Ability to push an enemy back one space when your character     attacks them. Only works when the space behind the enemy is empty -   EQ Earth Quake—Causes damage to every player on the board. (damage     determined by one black roll). Air characters not affected unless G     has been cast. Hits HT characters even when hidden. Not affected by     SP or SD. -   BI Bring In—Character can bring in one LV1 or LV2 character from     their hold. Available once per battle. -   TD Transfer Damage—When attacked, character can shift damage from an     enemy attack to any other member of his team within 7 hexes of the     character being attacked (damage to team member is taken based on     attacked target, regardless of bonuses). Can be used against HT     characters even if hidden. -   TA Transfer Attack—Character can attack one enemy target and assign     damage to any other enemy target on the board within 7 hexes of the     enemy being attacked (damage to enemy is taken based on attacked     target regardless of bonuses). Can be used against HT characters     even if hidden. -   DA Dual Attack—When team member attacks enemy unit character also     attacks same enemy unit. Character must be in hex adjacent to a team     member and enemy must be within attack distance and pattern of     character for dual attack to occur. This attack does not constitute     the characters turn. Works even if character has already completed     their turn. -   RM Resist Magic—Character is not affected by magic attacks.     Character is still susceptible to status attacks and normal attacks. -   RC Resist Color—Character only takes black damage. No bonuses or     penalties apply. -   AO Attack Obstacle‘Character has the ability to attack all units     (friend or foe) standing on a non plain space (Mountains, Rocks,     Forest, Swamp). Hits HT character even if hidden. Does not affect     Dark Blue characters unless G is in effect. -   SH Steal Heal—Character can steal one heal per battle. Enemy unit     does not receive heal. Does not cost character a turn. Heal can be     stolen no matter where character is on the board and given to any     team member or enemy regardless of position on board. -   DL Double Life Points—Character can permanently double the life     points of any LV1 or LV2 team member once during a battle. -   CH Character Heal—Character gains 2 LP every time heal is cast by     team member or enemy regardless of where the heal is cast on the     board. -   FH Full Heal—Character can fully heal one team member or enemy unit     anywhere on the board once per battle. This action allows enemy to     revive one unit with half LP, Enemy unit can be healed to full LP. -   MC Mimic Character—Character can mimic any team member or enemy unit     within 4 spaces. When attacking you will roll the mimicked     characters dice. Must use mimicked characters attack distance and     pattern. Excludes Character Attributes. -   G Ground—When character is alive team members and enemy units cannot     use Fly, making them attackable by anyone using black attack role     (Dark Blue rolls still must be used if available). Once character is     dead all Dark Blue units can fly again. -   RR Recycle—Once dead character will automatically revive after 5     rounds. Character will return with half LP. Recycle can only occur     once. -   UN Undead—Character can only be damaged with heal. Any other attack     (Black, Purple, Green, Character Attribute attack) will heal (attack     10, heals character 10 LP etc). -   BL Bonus Life—All team members have an extra 5 LP while character is     alive. When character dies all team members lose 5 points. Can cause     death. -   SD Stop Distance—When character is alive team members and enemy can     only attack adjacent spaces. Distance attacks cannot occur. All     other rules still apply. Once character is dead all units return to     normal attack action. -   SP Stop Pattern—When character is alive team members and enemy units     can only attack one space regardless of SP designation. Once     character is dead all units return to normal attack pattern. -   HT Hide in trees—Character has the ability to hide in trees making     it impossible to hit them. Character cannot attack while hidden.     Hiding completes the move portion of a characters turn. This means     you must attack before you hide or un-hide to attack. Character can     move within the trees and still remain hidden. No time limit to     being hidden. When the character steps out of the trees they are no     longer hidden. -   SS Stop Status—When character is alive team members and enemy units     cannot use Status Attacks. Once character is dead SA's are available     again. -   HA Healing Attack—Damage done during attack is added to characters     LP just like heal was cast (i.e. if you do damage of 5 to an enemy,     character gains 5 LP). Does not work against pink characters. -   NH No Heal—Character cannot be healed by normal yellow coded heal.     Character is not affected by BL, FH or DL -   DG Doppelganger—Character cannot attack until a team member or enemy     creature dies. The level of the dead character determines the     Doppelgangers strength. As higher level characters pass Doppelganger     can increase attacks. -   AC Assume Character—Character must take over the most recently     dispatched dead units die. Character will assume only their attacks. -   NF No Forest—Character cannot travel though forest spaces. -   PH—Prevent Heal—When character is alive team members and enemy units     within 4 spaces of this character cannot use Heal. A character     within the 4 space range cannot cast heal.

Alternative Configurations

In the preferred embodiment, each character is represented on the board as a Map Piece. However, if the character dice are made smaller and/or the map has sufficiently large movement areas, the dice themselves may be used as map pieces and moved around the board. Future iterations of the game could include a digitized format for the character dice, scoring system, battle maps and all associated items. This could include but is not limited to online applications, portable electronic device applications, as well as a video game format. 

1. A game played in rounds, comprising: a plurality of dice, each die representing a character involved the game, each die having at least one face side and a plurality of roll sides; each face side presenting character information, the character information at least including the level of the character represented by that die; and wherein each roll side includes roll information regarding the round of the game and actions which the character represented by that die may take during a particular round.
 2. The game of claim 1, wherein the character information on the face side further includes the number of life points associated with that character.
 3. The game of claim 1, wherein at least some of the dice have roll sides providing different information.
 4. The game of claim 1, further including: a map; and a plurality of map pieces to be placed and moved on the map, each map piece being representative of a respective one of the character dice involved in the game.
 5. The game of claim 1, further including: a map with a pattern of polygons representing a terrain; and a plurality of map pieces to be placed and moved on the map, each map piece being representative of a respective one of the character dice involved in the game.
 6. The game of claim 5, wherein the character information on the face side further includes information regarding the way in which the map piece representing that character moves or interacts with other pieces on the map.
 7. The game of claim 5, wherein the polygons are hexagons.
 8. The game of claim 1, wherein the face side includes a graphical image of the character and a character name.
 9. A method of playing a game, comprising the steps of: providing the dice of claim 1 along with a map and map pieces representing the dice; each player choosing a subset of the dice until the level reaches a predetermined value for each player; placing the map pieces representing the dice chosen by the players onto the map; and, for each round of the game: each player choosing at least one character die to roll, and based upon the result of the roll: (a) moving the map piece associated with that die, (b) taking an action, or (c) neither (a) nor (b)
 10. The method of claim 9, wherein each player must announce their intentions to move or take an action prior to rolling a die.
 11. The method of claim 9, wherein: each character has a number of life points associated with it, the life points representing the amount of damage that the character can endure before it is killed during an attack; and the action includes attacking an opponent's character in an attempt to reduce the life points of that character.
 12. The method of claim 9, wherein: each character has a number of life points associated with it, the life points representing the amount of damage that the character can endure before it is killed during an attack; and the action includes healing a character by increasing the life points of that character.
 13. The method of claim 9, wherein: each character has a number of life points associated with it, the life points representing the amount of damage that the character can endure before it is killed during an attack; and the action includes healing a character by increasing the life points of that character.
 14. The method of claim 9, wherein the action includes changing an attribute or the status of an opponent's character.
 15. The method of claim 9, wherein: the map includes a pattern of placement areas representing a terrain; and the information on a die includes how that character moves one map or interacts with other characters on the map.
 16. The method of claim 9, wherein the players record the progress of the game with a battle data sheet listing: (a) the chosen character dice, (b) the map piece representing each chosen character die, and (c) the number of life points remaining for each piece.
 17. The method of claim 9, wherein: the game is over when one of the players looses all of the life points associated with all of its chosen characters; or the opponent concedes. 